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Public Demo Feedback

Please provide feedback for the public demo on this blog. It will help to collect issues or suggestions found in the demo for fixing in the full release of the game.

Posts

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PLEASE READ FIRST

Before reporting an issue, please review the blog first and check if the problem you have discovered has not been reported already. Please keep your report to the point and only post if you actually have a report. Non-related demo posts should be posted in the project profile page.

What is the Public Demo?
The public demo is a version of the game that is free for anyone to download and play. They do not have any obligation to provide feedback but it is strongly encouraged to help improve the experience of the final game. Depending on the version of the demo, it offers a preview of select game areas and gameplay as a teaser for what would arrive in the final version. However, unlike the Private Beta version, it does not contain expanded world areas and the gameplay is limited.

You should not consider anything that you see in the demo or private versions part of the finished game.
alterego
RMN's wet blanket
1582
And this and your other blog couldn't be parts of a single entry because...?

Besides, hadn't I already approached you on the subject of one-line blogs?

:|
author=alterego
And this and your other blog couldn't be parts of a single entry because...?

Besides, hadn't I already approached you on the subject of one-line blogs?

:|

This will be for providing feedback in the public demo of the game, which is different to the version testers will be getting. Therefore, it is nessecary to separate the two blogs to avoid confusion with bug reports.
WCouillard
Sanubian Menace
1830
author=alterego
And this and your other blog couldn't be parts of a single entry because...?

Besides, hadn't I already approached you on the subject of one-line blogs?

:|


OH NO NOT A ONE LINE BLOG!
alterego
RMN's wet blanket
1582
author=darkdesigngames
This will be for providing feedback in the public demo of the game, which is different to the version testers will be getting. Therefore, it is nessecary to separate the two blogs to avoid confusion with bug reports.

Since you know who your tester are, I think it would be safe for you to assume that their feedback belongs to the private beta and everyone else's belongs to the public demo. Additionally, you could have made people aware of the situation to avoid confusions and/or ask them to specify what version they're talking about to keep a better track of things. Not to mention that you could just have kept contact with your tester about the private beta via Private Messages, maybe? So no, two separate blogs for pretty much the same thing are not justifiable.

author=WCouillard
OH NO NOT A ONE LINE BLOG!

I know right? Expecting people to use their brains and be able to see beyond their selfish interests is such an ridiculous notion...

Edit:
author=sabin1981
Selfish interests? Oh I'm sorry, I wasn't aware RMN pays a stipend to developers who have the most blogs >_>

Uh? ...I'd argue that pushing down someone else's blog because you feel the need to make two (crappy) posts in a row IS selfish.
Selfish interests? Oh I'm sorry, I wasn't aware RMN pays a stipend to developers who have the most blogs >_>
Since this is starting to get out of hand, I'm removing the Private Beta blog, and discussion of it will happen via PMs. Just to clarify, nor the beta or demo has been released to anyone on RMN yet and those people will be notified accordingly when that happens.
author=alterego
Uh? ...I'd argue that pushing down someone else's blog because you feel the need to make two (crappy) posts in a row IS selfish.

Who are you to decide what is crappy and what isn't? You know what.. don't answer. This is just causing needless strife and DDG has decided to keep one public and keep the rest in PMs, now you've gotten your own way - so stop throwing a paddy and slink off back to your own corner. Honestly, I'll never understand some people, I just won't.

@DDG

That's fine mate, I'll send any issues and bug reports via PM ... or the messier but faster solution would be to consolidate public/private and post them in the same place though, as you imagined, it would be a pain sorting out which issues are which.
author=sabin1981
author=alterego
Uh? ...I'd argue that pushing down someone else's blog because you feel the need to make two (crappy) posts in a row IS selfish.
Who are you to decide what is crappy and what isn't? You know what.. don't answer. This is just causing needless strife and DDG has decided to keep one public and keep the rest in PMs, now you've had your own way, can stop throwing a paddy and slink off back to your own corner :\ Honestly, I'll never understand some people, I just won't.

I'd rather not have any problems this time around with this project since it's taking so much more time than MQ did, I want everything to go smoothly so I'll try to cause less trouble as possible.
I think some people though don't understand how difficult it can be to cater for everyone's needs. It was just a nice THOUGHT that both private and public testers could have their own place to go to discuss the game and what they wanted in it...Oh well.
But yeah thanks for the heads up again sabin, I owe you a beer. XD
Aye, that's understandable, not only because this one is taking longer than the last but simply because of the sheer amount of work that is involved in comparison to FFMQ. Both games are light years apart in complexity :D My apologies for dragging out any drama, I just think it's ridiculous to complain about a BLOG of all things and to call someone selfish after putting countless hours into creating a free game for everyone to play is just... well it's abhorrent to me.

In the end it's a silly and pointless argument, all that matters is the game and being able to efficiently deal with reports from private and public testers. Hell, to save a lot more trouble and micromanagement you could just as easily have a SINGLE test version of the game. Get to a certain milestone, compile, release as the next "demo" and do that. Work in chunks. That would save the headache of constantly uploading revision after revision, one locked off module for the public and one "daily" source for the private testers. Bundle everyone together, deal with the same reports from the same segments of games, rather than scattered reports from varying parts.
Got a point there sabin!
I'll clean up the game so it's pristine for public release and just see where it goes from there :P
WCouillard
Sanubian Menace
1830
WAHHHHHHHHHHHHHHHHHHHHHHHH THAT BLOG POST WASN'T LONG ENOUGH FOR MY TASTES. BETTER START WHINING ABOUT IT ON THE BLOG'S COMMENTS. WAHHHH.
Great. So instead of looking at this blog for real feedback it's going to be used for trolling. Now probably will have to scroll to page 2 to even see feedback when it arrives. -_-
WCouillard
Sanubian Menace
1830
That's because people on RMN have a complex about their precious blogs being "pushed down" off the front page. It's absurd.
author=WCouillard
That's because people on RMN have a complex about their precious blogs being "pushed down" off the front page. It's absurd.

I didn't even know the blogs were put on the front page until earlier. Not that I even care, I'm not making this game for publicity. -_-
Okay! I just finished the demo play after 1hr and 56 minutes with party levels 23/13/13/13 and here is my feedback;


-glitches-


*I have the full K-Lite Codec Pack installed yet the game still required me to install your XviD codec before the opening movies would play. That's a little bizarre :D
*Opening intro, in the Crystal Room of Mysidia, the tiles are out of alignment and the crystal only appears when Cecil steps near it.
*Music fades out and back again instead of seamless looping as in original game(s)
*Music sometimes restarts on scene change instead of continuing.
*Sleeping in beds has visual issues, party members have their heads cut off and sleep further down the bed - NPCs seem to sleep higher higher the bed tile.
*Chests "jump" when opened. Unsure if this is deliberate or a side-effect of the animation.
*Characters freezes in place after doing the victory jump/spin animation. Sometimes only Cecil performs the victory animation.
*Tent can be used in dungeons/towns/etc, not just on the world map. Animation/event is only shown on the world map and savepoints as normal.
*Selecting multiple allies/enemies can sometimes be glitchy. Example; sometimes Tellah's Cure spell actually cures the ENEMY despite clearly targetting all Allies and Rydia's Cure spell cures allies instead of the targetted Undead enemies. It's rare but does happen from time to time and only happens when using "all" selection.
*Allies always have the ability to see enemy HP, unsure if glitch or intentional - but it's good nonetheless! :P
*Can't select all allies outside of battle, making healing/curing 3-4x more expensive.
*Wooden Arrows cost 7500GP??
*Load Game dialogue doesn't display the character levels correctly. I'm currently Lv23/13/13/13 with Cecil/Rosa/Edward/Rydia, yet the load dialogue shows Lv10/13/6/1.. heh.
*Critical crash upon loading a save game after dying in battle during the same gaming session;



This also happens from time to time if you just F12/reset back to the title screen and try to load a save game.


-suggestions-

*Adding a cloud layer under the airship during the intro would go a long way to eliminating some of the left-over RPGMaker feel, same as when flying the airship normally.
*The dancers in various cities and towns just spin around in a circle - perhaps making them jump around a bit instead?
*Possible add the series-staple Magic/Summon cast animations?
*Perhaps cast some shadows under the Baron Fleet that bombards Damcyan?
*This FFIV is magnitudes larger than FFMQ, may I humbly BEG that you DON'T change anything so critical as to invalidate previous save files? Losing a 20hr save game would be.... umm... less than fun :P


"You spoony bard!" ---- Weeee! <3 I had a blast with this, the mapping is faithful (if a little "square" sometimes, mostly due to the tendency of RPGMaker to be square) and the game felt just like FFIV. I have no real complaints at this time. Keep up the awesome work, Jake! I can't wait to see where it goes from here.
Great report, sabin1981, and as always, I will take your suggestions into account.
Heck theres more bugs than I could find XD

And god yes FFIV is such a monster of a game to replicate, it's burning my tiny brain out...but yeah, I'm getting there. :P
I also had a critical crash during the walkthrough the water cavern, I tried to use an Ether on Rydia and the game crashed with a null error. I apologise for not snapping the error message when it was there, I automatically hit enter as a matter of course :(
author=sabin1981
I also had a critical crash during the walkthrough the water cavern, I tried to use an Ether on Rydia and the game crashed with a null error. I apologise for not snapping the error message when it was there, I automatically hit enter as a matter of course :(

Don't worry about it, I've seen that error myself, I think it's because of bugs in the select all script. -_-
I don't know, but I can't really like the remakes that SE makes, yet yours is just great. Maybe it's because how you somewhat tweak boss battles and such?
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